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IMO they don't look very nice on the SBH hair.. but the dual lobe shader on these particular dhairs backlight right up in a nice natural way.
Rerendered my scene with the Double Dutch Hair. Love it!
Very nice!!
Sounds good!
I just saw the MRL Rigged Curly Ponytail in the store and thought well there is a dforce hairstyle I can take off the list of what I want, but then saw that even though it mentions dforce, it isn't which is very disappointing because that tail would be amazing if it could be draped/simulated. So I am holding out for your version, LOL
Wow. I thought that hair was dforce. Didn't Aprilysh do a ponytail too though?.
So I was working on a pose with the head back and had the Doube Dutch braids on, after some glitches I started to test with just a g8f laying down and the hair in the scene and noticed that the hair was actually sticking in the back (default). So I used the dials to pull the hair away from the back and notice this bend at the very end of the hair. Ran the sim to see if it would go away and it did not.
You can thange the PS Points on the tails to something higher. Maybe start at 40 and see if that helps. You can also change the Local Shape constraint stiffness to a lower number like. 0.5. You can also lower the Local Shape Constraint Tip Stiffness to something lower too like 0.5
Then try doing a simulation. This should relax the tails out quite a bit. You will have to play with those settings a little here and there to find the exact effect you are looking for.
Ok will try that when I get a chance, Thank you!
You are very welcome :)
I bought the Side Swept Updo, but I can't get any of the materials to apply. The hair is fit to Kanade 8. I have Side Swept Updo Genesis 8 Female selected in the scene pane. I apply a hierarchical material preset from People\Genesis 8 Female\Hair\Dforce Side Swept Updo\Materials. I get an error message:
2020-04-02 01:01:24.645 Invalid hierarchy for selected node(s) and "preset_hierarchical_material" type; no root(s) found.
Can you help me get this working?
Another question - the saved scene file with this hair is almost a GB in size!!! Why? It took forever to just save the scene file.
I believe the hmat material will not apply unless everythng is parented correctly. Because I used disable target transforms, it can be easily undone.
Check and make sure the hair is parented to the head. If it isn't, the hmats will not work.
I haven't the slightest idea what is causing bloating with saving. I will ask again and see if there is an answer to this.
I think this must be something specific to your installation or how you are using the hair.
I tested it this morning and had no problems applying the materials. The saved scene file was 28Mb.
Thank you. The problem with the materials not working is because the hair was not parented to the character. I don't know why it was not parented, but when I parented it to the character it it worked fine. I believe that the statement about parenting it to the head is incorrect, though. I believe it should be parented to the character, not the character's head. At lease when I select the character and then load the hair, the hair is parented to the character and not the head.
The huge scene file size seems to be caused by animated simulation of the hair. I cleared the simulation of the hair and saved the scene again. The scene file size was 32 MB instead of 1 GB. Next I tried current frame simulation of the hair. The saved scene file size was 61 MB.
I will go look at the parenting thing.. I made that back in October or November so I could very well be wrong about where it should be parented.
Fitted items are usually parented to the figure node, it makes them easier to find for morph adjustment etc.
Some general dhair issues were discussed in a different dforce hair thread and I want to share them here along with solutions. I placed the info towards the bottom of the first post.
Thank you for addressing some of the points/opinions I made in a deifferent thread, I will try and clarify! None of these are aimed at any PA or nay particulat hair product, just in reference to the actual underlying engine!
Poke thru with elf ears and explosion! One of the things I was hoping for was to be able, with SBH, to 'plonk' the SBH on a figure, then have an animated pose from base figure toposed and morphed figure at, say, frame 30, with the hop (expectation?) that the ear morph would slolwy push the SBH out of the way. Um, nope. Or at least not yet with any hair that is remotely long and covers the ear area.
Leaving a trail: doing an animated simulation with the figure moving forward, the hair seems to leave a trail dangling in the air behind, from start position to end of animation (it would be a few strands of hair around 20' lng in RL terms)
Wind nodes: I have put the wind node in front of the hair and cranked it up to 100 and ... nothing.
You are very welcome Simon. I understand you were not directing these at any product or vendor. This was more about dealing with the tech involved, and I feel like they are good examples or questions on how to deal with them :).
"Poke thru with elf ears and explosion! One of the things I was hoping for was to be able, with SBH, to 'plonk' the SBH on a figure, then have an animated pose from base figure toposed and morphed figure at, say, frame 30, with the hop (expectation?) that the ear morph would slolwy push the SBH out of the way. Um, nope. Or at least not yet with any hair that is remotely long and covers the ear area."
Now I understand. That is a little more hopeful of the tech. I would expect it to animate to an extent. If you had dialed in an ear morph when you dialed in the morphed figure, then, maybe?
"Leaving a trail: doing an animated simulation with the figure moving forward, the hair seems to leave a trail dangling in the air behind, from start position to end of animation (it would be a few strands of hair around 20' lng in RL terms)"
If this is for a still render, then its definitely a simulation setting as I stated above. If it's a full blown animation and you have one hair hangin in the breeze, then I don't have an answer to that, and I would have to ask someone with more knowledge.
"Wind nodes: I have put the wind node in front of the hair and cranked it up to 100 and ... nothing."
Wind is a finicky pain in the.. You have to animate the simulation ( I usually use the start bones from memorized pose) to get the wind to work. I don't use the timeline. If the wind node is not pointed precisely in the right spot, it does nothing. I have also asked tech to please give us more information on it.
I usually (99.9% of the time) do still renders, but I often want to do an animated sim to inject a bit of life into the characetr and hair and clothes. As well as the leaving a dangling taril behind I have also found that the hair can end up looking like the person is standing in a wind tunnel, by mere dint of the figure moving forward a handful of paces (and this is without the wind node!).
For the wind node, I am almsot tempted to think that it does not really act on SBH as teh geometry is too small for the wind to notice.
The ear issue happens if the ears are dialled in at the end frame or not.
OK.. In that case: I would absolutely change the simulation settings:
You may not have to increase the settings as high as I have here in the attached image.. but it usually solves that "pull" problem.
The ear issue. The hair will not just follow like you want. You would have to add an ear morph and have the ears completely clean throughout the animation. Poke through like that can equal an explosion. The hair sims and collides but its not smart ;)
Wind.. yeah thats a bit tricky.. Im still looking to get more info on it.
Ok, thanks, will see what playing with pose transition time does
You are very wecome :)
If after changing similation settings the hair still does
some wonky stuff, it may be the hair stuck to something.
That pose transition parameter does not seem to do much (had it at default (1), 3 and 5 and no obvious changes). Having compared results of a couple of hairs and one by yourself I have to conclude that theer has to be soem surface settigs that are different. Three sims of different hairs, all over 30 frames all moving forward one ground mesh unit (50cm?) in a straight line, everything at defaults (apart from the pose transition):. Apologies for lack of quality, but just need to be representative ;)
Yes. The second one definitely looks like it has issues. To me it looks like there is a portion of the hair thats lodged inside the figure. If it starts off like that, it won't get any better during a simulation.
The last one, the soft curls, is a true, curly hair. To prevent it from losing to much of its overall curly shape, I had to keep all of the settings fairly stiff. If you would like more movement to it, you can increase the PS Points in the surfaces tab and see how that works for you. If you increase the ps points and still are not getting the look you want, you can try and play with the shape constraint stiffness. Because my hairs have a lot of surfaces, you will have to adjust them all.
Each hair object has or will have different surface settings. It depends on the vendor, the style, how we are making the hair initially ( some of us make hair in outside programs, some make it within), the end visualization of how we believe the hair should look and behave after a simulation, and how much work we want to provide in documentation etc.
So I was working on a scene last night and wanted to use the Double Dutch Hair. One thing I found with it, is that while it looks really great from the front, as you can see in Davantaki's render above, from the back I found the braids and hair on the thin side. So I stripped out most of the environment, leaving only the mirror door from Moyra's Le Vestiare set and did a test for science of how it would look with two. In the first image is one Double Dutch Braids hair, and in the second there are two, with some minor fiddling so they wouldn't sit exactly in the same spot. Maybe not enough fiddling, but anyway. One problem I had is that, while the first one is the Auburn shade I selected, I couldn't get the colour to change on the second one, for reasons that are a mystery to me. But it doesn't look horrible.
Needless to say, this increased memory requirement and render time by a fair bit.
Hi Sevrin :)
I honestly wouldn't use two hair sets together as it can slow your computer to a huge crawl..
I kept hair on the thin side so that if you don't need it, it will be lighter on resources. My very best advice is to increase hairs overall. You can add pr hairs which don't technically sim, and they add a nice density.. just adding one or 2, you can play with the hair distribution radius, bias and gain.. and it would fill out nicely without all the extra resources.
Also.. materials are hmats which is nice if you have g8 selected and just wanna select a mat file without all the extra fiddling.. but the hair object has to be right where i put the hair when i made the mats. Sometimes with this hair and the sideswept hair, things can be unparented easily and it will not just accept them . Making sure the hair is parented directly to the head will solve all the material problems though.
If all else faisl select the mat zones in Surafces, and copy/paste them from one hair to the other?
You can also do that :)
Just wanted to say that might be the most realistic fabric I've seen on a DAZ render... Not just the folds, but the texture itself. The fabric is actually semi-translucent, it seems.